case MP_Anisotropy:
    Active = ShadingModels.HasAnyShadingModel({ MSM_DefaultLit, MSM_ClearCoat,/*着色模型添加-开始*/ MSM_MyToonDefault, MSM_MyToonFace, MSM_MyToonHair /*结束*/ }) && (!bIsTranslucentBlendMode || !bIsVolumetricTranslucencyLightingMode);
    break;
case MP_Metallic:
    // Subsurface models store opacity in place of Metallic in the GBuffer
    Active = ShadingModels.IsLit() && (!bIsTranslucentBlendMode || !bIsVolumetricTranslucencyLightingMode);
    break;
case MP_Normal:
    Active = (ShadingModels.IsLit() && (!bIsTranslucentBlendMode || !bIsNonDirectionalTranslucencyLightingMode)) || bUsesDistortion;
    break;
case MP_Tangent:
    Active = ShadingModels.HasAnyShadingModel({ MSM_DefaultLit, MSM_ClearCoat,/*着色模型添加-开始*/ MSM_MyToonDefault, MSM_MyToonFace, MSM_MyToonHair /*结束*/ }) && (!bIsTranslucentBlendMode || !bIsVolumetricTranslucencyLightingMode);
    break;
case MP_SubsurfaceColor:
    Active = ShadingModels.HasAnyShadingModel({ MSM_Subsurface, MSM_PreintegratedSkin, MSM_TwoSidedFoliage, MSM_Cloth,/*着色模型添加-开始*/ MSM_MyToonDefault, MSM_MyToonFace, MSM_MyToonHair /*结束*/ });
    break;
case MP_CustomData0:
    Active = ShadingModels.HasAnyShadingModel({ MSM_ClearCoat, MSM_Hair, MSM_Cloth, MSM_Eye, MSM_SubsurfaceProfile,/*着色模型添加-开始*/ MSM_MyToonDefault, MSM_MyToonFace, MSM_MyToonHair /*结束*/ });
    break;
case MP_CustomData1:
    Active = ShadingModels.HasAnyShadingModel({ MSM_ClearCoat, MSM_Eye,/*着色模型添加-开始*/ MSM_MyToonDefault, MSM_MyToonFace, MSM_MyToonHair /*结束*/ });
    break;
case MP_EmissiveColor:
    // Emissive is always active, even for light functions and post process materials, 
    // but not for AlphaHoldout
    Active = !IsAlphaHoldoutBlendMode(BlendMode);
    break;